import pygame import sys import os import random # Initialize Pygame pygame.init() pygame.mixer.init() # Constants WIDTH, HEIGHT = 800, 600 PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10 PADDLE_SPEED = 10 BRICK_WIDTH, BRICK_HEIGHT = 80, 20 BRICK_ROWS = 4 BRICK_COLS = 10 LINE_HEIGHT = 5 CUPCAKE_WIDTH, CUPCAKE_HEIGHT = 30, 30 FOOTBALL_WIDTH, FOOTBALL_HEIGHT = 40, 40 TROLLFACE_WIDTH, TROLLFACE_HEIGHT = 50, 50 # Colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) PURPLE = (128, 0, 128) GREEN = (0, 255, 0) # Load additional sound files sound_files = { "wearethechampions.mp3": "win_sound", "waltzn2.mp3": "bg_music", "dishesfall.mp3": "fall_sound", "boing.wav": "boing_sound", "glassbreaking.mp3": "block_sound", "lookatthisdude.mp3": "death_sound", "chew.wav": "chew_sound", "meow.mp3": "meow_sound", "rimshot.mp3": "rimshot_sound" } for file, name in sound_files.items(): if os.path.exists(file): globals()[name] = pygame.mixer.Sound(file) # Create the game window screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Arkanoid") # Load beach background image background_image = pygame.image.load("beach.jpg").convert() background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT)) # Load cupcake image cupcake_original_image = pygame.image.load("cupcake.png").convert_alpha() cupcake_image = pygame.transform.scale(cupcake_original_image, (CUPCAKE_WIDTH, CUPCAKE_HEIGHT)) # Load football image football_original_image = pygame.image.load("football.png").convert_alpha() football_image = pygame.transform.scale(football_original_image, (FOOTBALL_WIDTH, FOOTBALL_HEIGHT)) # Load trollface image trollface_original_image = pygame.image.load("trollface.png").convert_alpha() trollface_image = pygame.transform.scale(trollface_original_image, (TROLLFACE_WIDTH, TROLLFACE_HEIGHT)) # Load character images characters = { "Purple Cat": pygame.image.load("cat.png").convert_alpha(), "Orange Cat": pygame.image.load("orangecat.jpg").convert_alpha(), "Cool Tomato": pygame.image.load("tomato.png").convert_alpha(), "Confused Lemon": pygame.image.load("lemon.jpg").convert_alpha() } # Constants for character selection CHARACTER_WIDTH, CHARACTER_HEIGHT = 100, 100 CHARACTER_SPACING = 50 CHARACTER_Y = HEIGHT // 2 - CHARACTER_HEIGHT // 2 CHARACTER_OPTIONS = [{"name": name, "image": pygame.transform.scale(image, (CHARACTER_WIDTH, CHARACTER_HEIGHT))} for name, image in characters.items()] SELECT_CHAR_FONT = pygame.font.Font(None, 36) SELECT_CHAR_TEXT = SELECT_CHAR_FONT.render("Select your character:", True, WHITE) SELECT_CHAR_TEXT_POS = SELECT_CHAR_TEXT.get_rect(center=(WIDTH // 2, HEIGHT // 4)) # Variables for character selection selected_character_index = 0 selected_character_rect = pygame.Rect(0, 0, CHARACTER_WIDTH + 10, CHARACTER_HEIGHT + 10) selected_character_rect.center = (WIDTH // 2, CHARACTER_Y + CHARACTER_HEIGHT // 2) # Function to draw character options def draw_character_options(): character_x = (WIDTH - (CHARACTER_WIDTH + CHARACTER_SPACING) * len(CHARACTER_OPTIONS)) // 2 for i, option in enumerate(CHARACTER_OPTIONS): character_rect = pygame.Rect(character_x, CHARACTER_Y, CHARACTER_WIDTH, CHARACTER_HEIGHT) pygame.draw.rect(screen, WHITE, character_rect, 2) if i == selected_character_index: pygame.draw.rect(screen, RED, character_rect, 2) screen.blit(option["image"], (character_x + 5, CHARACTER_Y + 5)) character_x += CHARACTER_WIDTH + CHARACTER_SPACING # Function to handle character selection def handle_character_selection(): global selected_character_index for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: selected_character_index = (selected_character_index - 1) % len(CHARACTER_OPTIONS) elif event.key == pygame.K_RIGHT: selected_character_index = (selected_character_index + 1) % len(CHARACTER_OPTIONS) elif event.key == pygame.K_RETURN: return CHARACTER_OPTIONS[selected_character_index]["image"] # Function to create a button def draw_button(): play_again_text = font.render("Play Again", True, WHITE) play_again_rect = play_again_text.get_rect(center=(WIDTH // 2, HEIGHT // 2 + 50)) pygame.draw.rect(screen, GREEN, play_again_rect, border_radius=5) screen.blit(play_again_text, play_again_rect) return play_again_rect # Main loop for character selection screen while True: screen.fill(BLACK) screen.blit(SELECT_CHAR_TEXT, SELECT_CHAR_TEXT_POS) draw_character_options() pygame.display.flip() selected_character_image = handle_character_selection() if selected_character_image: break # Set the selected character image cat_image = selected_character_image CAT_WIDTH, CAT_HEIGHT = cat_image.get_size() # Create the paddle paddle = pygame.Rect((WIDTH - PADDLE_WIDTH) // 2, HEIGHT - PADDLE_HEIGHT - 20, PADDLE_WIDTH, PADDLE_HEIGHT) # Create the ball (cat) cat_rect = cat_image.get_rect(center=(WIDTH // 2, HEIGHT // 2)) cat_speed = [5, 5] # Cat movement speed # Create death line line = pygame.Rect(0, HEIGHT - LINE_HEIGHT, WIDTH, LINE_HEIGHT) # Create bricks bricks = [] for row in range(BRICK_ROWS): for col in range(BRICK_COLS): brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT) bricks.append(brick) # Create a list to hold falling cupcakes falling_cupcakes = [] # Create a list to hold falling footballs falling_footballs = [] # Create a list to hold falling trollfaces falling_trollfaces = [] # Scoring score = 0 font = pygame.font.Font(None, 36) # Lives lives = 9 # Start with 9 lives # Game Over flag and text game_over = False game_started = False game_over_text = font.render("Game Over", True, WHITE) game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2)) # Winning flag and text winning = False winning_text = font.render("YOU WON!", True, WHITE) winning_rect = winning_text.get_rect(center=(WIDTH // 2, HEIGHT // 2)) # Flags for paddle movement move_left = False move_right = False # Event to spawn falling objects SPAWN_OBJECTS = pygame.USEREVENT + 1 pygame.time.set_timer(SPAWN_OBJECTS, 5000) # Spawn objects every 5 seconds # Function to draw heart def draw_heart(surface, color, pos): # Draw filled heart pygame.draw.polygon(surface, color, [(pos[0] + 5, pos[1] + 10), (pos[0] + 10, pos[1] + 5), (pos[0] + 15, pos[1] + 10), (pos[0] + 20, pos[1] + 5), (pos[0] + 25, pos[1] + 10), (pos[0] + 15, pos[1] + 25), (pos[0], pos[1] + 10)]) class FallingObject: def __init__(self, image, width, height, speed): self.image = image self.width = width self.height = height self.x = random.randint(0, WIDTH - self.width) self.y = 0 - self.height self.speed = speed def update(self): self.y += self.speed # Adjust the falling speed as needed def draw(self, surface): surface.blit(self.image, (self.x, self.y)) # Main game loop while True: while not game_over and not winning: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: move_left = True elif event.key == pygame.K_RIGHT: move_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: move_left = False elif event.key == pygame.K_RIGHT: move_right = False elif event.type == SPAWN_OBJECTS: # Randomly spawn an object (cupcake, football, or trollface) spawn_type = random.choice(["cupcake", "football", "trollface"]) if spawn_type == "cupcake": falling_cupcakes.append(FallingObject(cupcake_image, CUPCAKE_WIDTH, CUPCAKE_HEIGHT, 5)) elif spawn_type == "football": falling_footballs.append(FallingObject(football_image, FOOTBALL_WIDTH, FOOTBALL_HEIGHT, 5)) else: falling_trollfaces.append(FallingObject(trollface_image, TROLLFACE_WIDTH, TROLLFACE_HEIGHT, 5)) # Move the paddle based on flags if move_left and paddle.left > 0: paddle.x -= PADDLE_SPEED if move_right and paddle.right < WIDTH: paddle.x += PADDLE_SPEED # Update cat position based on speed cat_rect.x += cat_speed[0] cat_rect.y += cat_speed[1] # Check for collision with walls if cat_rect.left <= 0 or cat_rect.right >= WIDTH: cat_speed[0] = -cat_speed[0] if boing_sound: boing_sound.play() if cat_rect.top <= 0 or cat_rect.colliderect(paddle): cat_speed[1] = -cat_speed[1] if boing_sound: boing_sound.play() # Check for collision with bricks for brick in bricks[:]: if cat_rect.colliderect(brick): bricks.remove(brick) if block_sound: block_sound.play() score += 1 # Check for collision with cupcakes for cupcake in falling_cupcakes[:]: if paddle.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height): falling_cupcakes.remove(cupcake) if chew_sound: chew_sound.play() # Update cat size and speed cat_rect.width += 10 cat_rect.height += 10 cat_speed[0] += 1 cat_speed[1] += 1 # Check for collision with footballs for football in falling_footballs[:]: if paddle.colliderect(football.x, football.y, football.width, football.height): falling_footballs.remove(football) if meow_sound: meow_sound.play() # Update cat size and speed cat_rect.width -= 10 cat_rect.height -= 10 cat_speed[0] -= 1 cat_speed[1] -= 1 # Check for collision with trollfaces for trollface in falling_trollfaces[:]: if paddle.colliderect(trollface.x, trollface.y, trollface.width, trollface.height): falling_trollfaces.remove(trollface) if rimshot_sound: rimshot_sound.play() # Grow a random brick brick = random.choice(bricks) brick.width += 10 brick.height += 5 # Check for loss of life if cat_rect.bottom >= HEIGHT: lives -= 1 if fall_sound: fall_sound.play() cat_rect.center = (WIDTH // 2, HEIGHT // 2) # Reset cat position to the center if lives <= 0: game_over = True # Check for winning condition if len(bricks) == 0: winning = True # Clear the screen screen.fill(BLACK) # Draw background image screen.blit(background_image, (0, 0)) # Draw paddle pygame.draw.rect(screen, GREEN, paddle) # Draw bricks for brick in bricks: pygame.draw.rect(screen, WHITE, brick) # Draw cat screen.blit(cat_image, cat_rect) # Draw falling cupcakes for cupcake in falling_cupcakes: cupcake.update() cupcake.draw(screen) # Draw falling footballs for football in falling_footballs: football.update() football.draw(screen) # Draw falling trollfaces for trollface in falling_trollfaces: trollface.update() trollface.draw(screen) # Draw heart bar representing lives for i in range(lives): draw_heart(screen, RED, (10 + i * 30, 10)) # Adjust the heart position and color as needed # Draw score score_text = font.render(f"Score: {score}", True, PURPLE) screen.blit(score_text, (10, 50)) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) # Play appropriate sound and display text if game_over: if death_sound: death_sound.play() screen.blit(game_over_text, game_over_rect) elif winning: if win_sound: win_sound.play() screen.blit(winning_text, winning_rect) # Draw play again button play_again_rect = draw_button() pygame.display.flip() # Check for button click for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: if play_again_rect.collidepoint(event.pos): # Reset the game state game_over = False winning = False score = 0 lives = 9 cat_rect.center = (WIDTH // 2, HEIGHT // 2) bricks.clear() for row in range(BRICK_ROWS): for col in range(BRICK_COLS): brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT) bricks.append(brick) falling_cupcakes.clear() falling_footballs.clear() falling_trollfaces.clear()